Voted best in category in the Users' Choice awards.
Voting is open
What I'm getting from this is that we should call a similar Whispering Darkness spell Weber's Grey Horror.
 
Imagine being on a battlefield and like five wizards on five different sides cast the same gigantic cloud of fog that eats people, and then your wizard has the audacity to turn to you and lie that they were all totally different.

Imagine being the third wizard on that chain, seeing two guys cast the same spell at each other, and thinking to yourself "You know what would be so funny right now?".
 
Imagine being on a battlefield and like five wizards on five different sides cast the same gigantic cloud of fog that eats people, and then your wizard has the audacity to turn to you and lie that they were all totally different.

Imagine being the third wizard on that chain, seeing two guys cast the same spell at each other, and thinking to yourself "You know what would be so funny right now?".
If the weber's horror got woven together
 
Idea is to make an Ulgu equivalent, like Morathi-Khaine's Black Horror of Ulgu. It's got smoke and darkness and Ulgu is very creepy at BM level (or sub-BM level, given Roiling Shadows), so it fits the aesthetic.
Considering it's Morathi's signature spell in AoS and part of her profile as the Goddess of Murder, I think it's safe to say it's Battle Magic. In AoS, Mystifying Miasma has a casting value of 5 (4 in AoS 2E). Black Horror has a casting value of 7.
 
Might it be not incompatible to works with some druchi within Laurerlorn but also go on an elfcation to murder some other druchi? I am sure the druchis don't care about us killing some of their kins in Nagarythe.
 
Just because some people are part of the same polity doesn't mean they'll care for each other. This is a truth that we've been able to observe on a lot of factions in canon and in quest. Sure, there's degrees to how united or separate any given faction is, but overall, everyone has Divided Loyalties.

In this case, the Druchii in Laurelorn are envoys of Ghrond, Hag Graef and Clar Karond, whereas Boney has previously noted that the Druchii dumped on Nagarythe are Shade clans, who are Druchii that specifically left the cities and /live in and around the Blackspine Mountains. 8e says that the Shades' ancestors used to rule Clar Karond before being betrayed and exiled by their peers.

They're better at violence than the average soldier and good at surviving in really tough circumstances, but Shades are not very socially prestigious. Even if we had to disclose to the envoys that we're planning to go to Nagarythe to kill a lot of Shades (and we don't), and even if we don't account for a cultural tendency for backstabbing and respect for might-makes-right (and we do), I feel like there's a strong chance that they'll go 'oh I see' and that's it.
 
Just because some people are part of the same polity doesn't mean they'll care for each other. This is a truth that we've been able to observe on a lot of factions in canon and in quest. Sure, there's degrees to how united or separate any given faction is, but overall, everyone has Divided Loyalties.

In this case, the Druchii in Laurelorn are envoys of Ghrond, Hag Graef and Clar Karond, whereas Boney has previously noted that the Druchii dumped on Nagarythe are Shade clans, who are Druchii that specifically left the cities and /live in and around the Blackspine Mountains. 8e says that the Shades' ancestors used to rule Clar Karond before being betrayed and exiled by their peers.

They're better at violence than the average soldier and good at surviving in really tough circumstances, but Shades are not very socially prestigious. Even if we had to disclose to the envoys that we're planning to go to Nagarythe to kill a lot of Shades (and we don't), and even if we don't account for a cultural tendency for backstabbing and respect for might-makes-right (and we do), I feel like there's a strong chance that they'll go 'oh I see' and that's it.

The problem is that Drucchi may not necessarily care about other Drucchi getting killed. However, they might care about us personally helping Ulthuan in their war against Nagarythe.

Which is why I'd rather take a preparatory turn before going elflexing, something like that :

[o] Plan : Elfternship? Elfcation? Screw that, prepare for the Elflex!
- [o] Waystone deployment: Praag.
- [o] Attempt to learn Battle Magic at the Grey College (Pit of Shades).
-- [o] The Gambler.
- [o] Receive training: Advice on negociations and conflict with Drucchi (Walther Kupfer).
- [o] Spend time investigating a character without their knowledge: Dreadlord Ylrishen.
- [o] Spend time investigating a character without their knowledge: Sorceress Myrielh.
- [o] Enter into negotiations with the Druchii delegation to Laurelorn.
- [o] EIC: Open an office in Laurelorn.
- [o] KAU: Hire educators to teach a language or group of languages to your scribes (Eltharin).
- [o] Write a book: Aetheric Vitea (2/2)
- [o] COIN: The Gambler (Attempt to learn Battle Magic at the Grey College)
- [o] Eike Actions : EIC, KAU, drucchi courses, waystone deployment.
- [o] Eike Study : Shadowsteed
 
[o] Plan : Elfternship? Elfcation? Screw that, prepare for the Elflex!
- [o] Waystone deployment: Praag.
- [o] Attempt to learn Battle Magic at the Grey College (Pit of Shades).
-- [o] The Gambler.
- [o] Receive training: Advice on negociations and conflict with Drucchi (Walther Kupfer).
- [o] Spend time investigating a character without their knowledge: Dreadlord Ylrishen.
- [o] Spend time investigating a character without their knowledge: Sorceress Myrielh.
- [o] Enter into negotiations with the Druchii delegation to Laurelorn.
- [o] EIC: Open an office in Laurelorn.
- [o] KAU: Hire educators to teach a language or group of languages to your scribes (Eltharin).
- [o] Write a book: Aetheric Vitea (2/2)
- [o] COIN: The Gambler (Attempt to learn Battle Magic at the Grey College)
- [o] Eike Actions : EIC, KAU, drucchi courses, waystone deployment.
- [o] Eike Study : Shadowsteed
Asides from how we should definitely spend more than a single action on the Project, I think trying to learn Battle Magic is either going to make or break - more likely break - your plan. It's consistently one of the more controversial subjects of the thread.

While I'm open to investigating the Druchii, I don't see all that much will in the thread to spend the time doing so - we haven't even yet taken an action to primarily spend time with - or investigating - Egrimm, for whom it could end up being a better expenditure of time. I can't see a plan that decides to investigate two Druchii really gaining that much momentum.

I'd suggest putting Eike's study on Lesser Magics, not jumping straight to Shadowsteed.

Finally, we cannot actually open up an EIC outpost of our own will. We lost the option as we decided to change our own priorities to making the EIC a source of information, back in Turn 21. Boney's been very nice about still allowing some actions that deal with trade and such, but opening outposts isn't one of those things.

Getting Eltharin taught to our scribes and receiving training from Kupfer are definitely safe options, though - KAU actions are hardly what make or break any plan, and Kupfer's knowledge is well worth the effort.
 
I really do not think that we need to spend another turn preparing ourself for the elfcation. Especially because then there will be arguments that we need to spend another turn after that preparing. And then another turn. And then another turn. In the past, I was against it because there were more important things to be doing or the Waystone project that needed Mathilde alive to keep it together. But now that project is completed and we're just going for stretch goals and there is nothing in the wider world that's more important for us to be taking care of. Mathilde is skilled, competent and ready. All we really need to do to prepare is put money down for a berth on a west-bound ship.
 
Asides from how we should definitely spend more than a single action on the Project, I think trying to learn Battle Magic is either going to make or break - more likely break - your plan. It's consistently one of the more controversial subjects of the thread.

While I'm open to investigating the Druchii, I don't see all that much will in the thread to spend the time doing so - we haven't even yet taken an action to primarily spend time with - or investigating - Egrimm, for whom it could end up being a better expenditure of time. I can't see a plan that decides to investigate two Druchii really gaining that much momentum.

I'd suggest putting Eike's study on Lesser Magics, not jumping straight to Shadowsteed.

Finally, we cannot actually open up an EIC outpost of our own will. We lost the option as we decided to change our own priorities to making the EIC a source of information, back in Turn 21. Boney's been very nice about still allowing some actions that deal with trade and such, but opening outposts isn't one of those things.

Getting Eltharin taught to our scribes and receiving training from Kupfer are definitely safe options, though - KAU actions are hardly what make or break any plan, and Kupfer's knowledge is well worth the effort.

Hey, that doesn't sound half bad, I'd love to see your version of an elflex preparation turn plan.
 
Hey, that doesn't sound half bad, I'd love to see your version of an elflex preparation turn plan.
I'm firmly hoping that we'll be able to get a Father turn off the ground so we can confirm or deconfirm that the Lady is Ranald's other daughter on top of doing some other stuff, but there's room in there for finishing the basic Scouting with Kazador, and then on turn 45 we can learn from Kupfer, negotiate with the Druchii, and go on the Elfcation with this newly-acquired knowledge of how Druchii generally think.
 
The real prestige is to outshade the shades by continuing our grey college tradition of guerrilla warfare. A creative invention of some mist based (battle)magic for this purpose, I think, flexes harder on the asur and the druchii than trying to out magic Teclis or some sorceress in raw power.
Why are we trying to flex on the elves? Seriously, what do we get out of delaying a fun adventure in an attempt to one up the people we'd be there to learn from?
 
Daughters of Khaine 3rd edition, Morathi-Khaine:

WFRP 4e: The Corsairs of Captain Flariel, Arnzipal's Black Horror
In Warhammer Fantasy, this is a "roll Strength+ward save or instantly die" spell. Not great against monsters, but good against elves... among other beings.
First image is broken due to being Discord hosted. Just an FYI.

Pit of Shades is a save-or-die against Initiative, which would actually be one of the worst ways to try to kill Elves, who tend to have really high Initiative.

Pit of Shades is for monsters, mechanically.
Or Dwarfs. Or Ogres. It's one of the reasons the Lore of Shadow is great for Elves. Their big problems tend to be high toughness (or armour, but armour is less so) enemies, who also tend to have low initiative.

Imagine being on a battlefield and like five wizards on five different sides cast the same gigantic cloud of fog that eats people, and then your wizard has the audacity to turn to you and lie that they were all totally different.

Imagine being the third wizard on that chain, seeing two guys cast the same spell at each other, and thinking to yourself "You know what would be so funny right now?".
Mechanically most should look different. Pit of Shades is suppsoed to be a literal pit that opens up under people for example.
 
Voting is open
Back
Top